407 lines
12 KiB
JavaScript
407 lines
12 KiB
JavaScript
// //bagian tempat main ama buat generate game 2d
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var canvas = document.getElementById("game");
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var content = canvas.getContext("2d");
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const Text = document.getElementById("text");
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const UpDead = document.getElementById("gameover-overlay");
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const ScoreMain = document.getElementById("gameover-score");
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const PlayAgain = document.getElementById("ulangi");
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const Udahan = document.getElementById("keluar");
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//settingan awal
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var grid = 24;
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var count = 0;
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var speed = 10;
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var score = 0;
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var highscore = 0;
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var ArahUlar = 0;
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var GameOverTimer = 0;
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var GameStart = false;
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var ModeH = false;
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const persiapan = document.getElementById("start");
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//generate gambar external
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var KepalaKeKanan = new Image();
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KepalaKeKanan.src = "image/KepalaHorizontalKanan.png";
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var KepalaKeAtas = new Image();
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KepalaKeAtas.src = "image/KepalaVertikalAtas.png";
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var KepalaKeKiri = new Image();
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KepalaKeKiri.src = "image/KepalaVertikalBawah.png"; // Asumsi ini adalah Kepala ke KIRI
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var KepalaKeBawah = new Image();
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KepalaKeBawah.src = "image/KepalaHorizontalKiri.png"; // Asumsi ini adalah Kepala ke BAWAH
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// ↑ kepala ular
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var BadanHori = new Image();
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BadanHori.src = "image/BadanHorizontal.png";
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var BadanVerti = new Image();
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BadanVerti.src = "image/BadanVertical.png";
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// ↑ badan ular
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var ApelImage = new Image();
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ApelImage.src = "image/ApelLayer.png"; // Apel
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var TembokImage = new Image();
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TembokImage.src = "image/Tembok.png"; // Tembok Batagor
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//set posisi ular dan Apel
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var Ular = { x: 528, y: 240, dx: grid, dy: 0, cells: [], maxCells: 4 };
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var Apel = { x: 0, y: 0 };
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var Tembok = [];
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UpdateScore(0);
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RandomizeApel();
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//mastiin gambar external generate dulu sebelum game start
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KepalaKeKanan.onload = function () {
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// Memastikan gambar termuat, meskipun fungsi ini tidak melakukan apa-apa selain deklarasi
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function gameLoop() {}
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};
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//ngatur biar game ga langsung jalan
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function StartingGame(menantang) {
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ModeH = menantang;
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persiapan.style.display = "none";
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if (ModeH) {
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RandomSpawnWall();
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} else {
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Tembok = [];
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}
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GameStart = true;
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}
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//buat ngatur batu spwan apa ga nanti
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document.getElementById("mode-normal").addEventListener("click", function () {
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StartingGame(false);
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});
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document.getElementById("mode-tambahan").addEventListener("click", function () {
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StartingGame(true);
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});
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//play again pas gameover
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function resetGame() {
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Ular.x = 528;
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Ular.y = 240;
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Ular.cells = [];
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Ular.maxCells = 4;
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Ular.dx = grid;
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Ular.dy = 0;
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Tembok = [];
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RandomizeApel();
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UpdateScore(0);
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ModeH = false;
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// Penting: Jangan set GameStart=false di sini jika ingin memulai ulang game loop
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// Kita set GameStart=false saat game over, lalu di sini kita persiapkan UI
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}
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//ngatur tombol pas gameover kemana abis di klik
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PlayAgain.addEventListener("click", function () {
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UpDead.style.display = "none";
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resetGame();
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persiapan.style.display = "flex";
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});
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Udahan.addEventListener("click", function () {
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UpDead.style.display = "none";
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resetGame();
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// Opsional: Redirect ke halaman lain
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// window.location.href = 'leaderboard.php';
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});
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//gameover terus ngatur ular ke setting awal
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function gameLoop() {
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if (!GameStart) {
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requestAnimationFrame(gameLoop);
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return;
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}
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ClearCanvas();
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Movement();
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IntiGame();
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requestAnimationFrame(gameLoop);
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}
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//random spawn Apel
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function RandomizeApel() {
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var pembataslebar = Math.floor(canvas.width / grid);
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var pembatastinggi = Math.floor(canvas.height / grid);
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do {
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Apel.x = Math.floor(Math.random() * pembataslebar) * grid;
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Apel.y = Math.floor(Math.random() * pembatastinggi) * grid;
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// Pastikan Apel tidak spawn di atas ular
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var isOverlapSnake = Ular.cells.some(cell => cell.x === Apel.x && cell.y === Apel.y);
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// Pastikan Apel tidak spawn di atas tembok
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var isOverlapWall = Tembok.some(bata => bata.x === Apel.x && bata.y === Apel.y);
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} while (isOverlapSnake || isOverlapWall);
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}
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//random spawn tembok
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function RandomSpawnWall() {
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var TembokX, TembokY;
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var kosong;
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var pembataslebar = Math.floor(canvas.width / grid);
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var pembatastinggi = Math.floor(canvas.height / grid);
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//create tembok
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do {
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kosong = true;
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TembokX = Math.floor(Math.random() * pembataslebar) * grid;
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TembokY = Math.floor(Math.random() * pembatastinggi) * grid;
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// cek untuk posisi yang mau di kasih tembok ada/tidak ada ularnya
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for (var i = 0; i < Ular.cells.length; i++) {
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// Hindari spawn di sekitar kepala ular (misal 5 kotak pertama)
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if (Math.abs(Ular.cells[i].x - TembokX) <= grid * 5 && Math.abs(Ular.cells[i].y - TembokY) <= grid * 5) {
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kosong = false;
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break;
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}
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}
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// tidak memperbolehkan tembok spawn sama dengan apel
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if (TembokX === Apel.x && TembokY === Apel.y) {
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kosong = false;
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}
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// Cek agar tembok tidak menumpuk
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for (var i = 0; i < Tembok.length; i++) {
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if (Tembok[i].x === TembokX && Tembok[i].y === TembokY) {
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kosong = false;
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break;
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}
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}
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} while (kosong === false);
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Tembok.push({ x: TembokX, y: TembokY });
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}
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//nambah tembok tiap score kelipatan
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function PenambahanTembok() {
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if (ModeH) {
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// Tambah tembok setiap 2 skor, tapi jangan melebihi batas (misal 15 tembok)
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if (score > 0 && score % 2 === 0 && Tembok.length < 15 && Tembok.length < score / 2) {
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RandomSpawnWall();
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}
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}
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}
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//set dan update score
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function UpdateScore(amount) {
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score = amount > 0 ? score + amount : 0;
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// Highscore hanya di update jika skor > highscore yang TERCATAT LOKAL.
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// Highscore dari database biasanya diambil saat inisialisasi.
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highscore = score > highscore ? score : highscore;
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Text.innerHTML =
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"Score: " + score + "<br>Highscore: " + highscore + "<br>Speed: " + speed;
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PenambahanTembok();
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}
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//tampilin gameover
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function GameOver() {
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GameStart = false;
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ClearCanvas();
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const modePermainan = ModeH ? "Tambahan" : "Normal";
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// Kirim skor ke server hanya jika skor lebih besar dari 0 (atau sesuai kriteria)
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if (score > 0) {
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kirimSkorKeServer(score, modePermainan);
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}
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// TAMPILKAN POP-UP GAME OVER
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ScoreMain.innerHTML = "Score: " + score;
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UpDead.style.display = "flex";
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}
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//reset isi canvas doang
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function ClearCanvas() {
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content.clearRect(0, 0, canvas.width, canvas.height);
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}
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//bagian utama:
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//ular makan dan mati pas ketemu badannya
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function IntiGame() {
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// buat gambarnya bisa keluar
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content.drawImage(ApelImage, Apel.x, Apel.y, grid, grid);
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// Gambar Tembok
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Tembok.forEach(function (bata) {
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content.drawImage(TembokImage, bata.x, bata.y, grid, grid);
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});
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// Gambar Ular
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Ular.cells.forEach(function (cell, index) {
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if (index === 0) {
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// Logika Pemilihan Gambar Kepala Ular
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var posisiKepalaImage;
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if (Ular.dx === grid) { // KANAN
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posisiKepalaImage = KepalaKeKanan;
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} else if (Ular.dx === -grid) { // KIRI
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posisiKepalaImage = KepalaKeKiri;
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} else if (Ular.dy === -grid) { // ATAS
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posisiKepalaImage = KepalaKeAtas; // Perlu dicek, di atas Anda menamakannya KepalaKeBawah?
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} else if (Ular.dy === grid) { // BAWAH
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posisiKepalaImage = KepalaKeBawah; // Perlu dicek, di atas Anda menamakannya KepalaKeAtas?
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} else {
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posisiKepalaImage = KepalaKeKanan;
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}
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content.drawImage(posisiKepalaImage, cell.x, cell.y, grid, grid);
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} else {
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// Logika sederhana untuk badan: selalu horizontal
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// Catatan: untuk badan vertikal/belokan, perlu logika tambahan, tapi kita ikuti kode asli Anda.
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content.drawImage(BadanHori, cell.x, cell.y, grid, grid);
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}
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// buat pas ular makan Apel (Deteksi tabrakan kepala vs Apel)
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if (index === 0 && cell.x === Apel.x && cell.y === Apel.y) {
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Ular.maxCells += 1;
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UpdateScore(1);
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RandomizeApel();
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}
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// tabrak tembok = mati (Hanya kepala yang dicek)
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if (index === 0) {
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Tembok.forEach(function (bata) {
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if (cell.x === bata.x && cell.y === bata.y) {
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GameOver();
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}
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});
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}
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// buat pas ular mati kena badan sendiri (Hanya kepala vs sisa badan)
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if (index === 0) {
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for (var i = 1; i < Ular.cells.length; i++) { // Mulai dari index 1 (badan)
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if (cell.x === Ular.cells[i].x && cell.y === Ular.cells[i].y) {
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GameOver();
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}
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}
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}
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});
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}
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//update teks pada speed kalau score update
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function Movement() {
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if (++count < speed) return;
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if (ArahUlar > 0) ArahUlar--;
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count = 0;
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// Pindahkan kepala
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Ular.x += Ular.dx;
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Ular.y += Ular.dy;
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// Cek batas layar
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if (
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Ular.x < 0 ||
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Ular.x >= canvas.width ||
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Ular.y < 0 ||
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Ular.y >= canvas.height
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)
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GameOver();
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// Tambahkan posisi baru ke sel pertama (Kepala)
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Ular.cells.unshift({ x: Ular.x, y: Ular.y });
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// Hapus sel terakhir (Ekor)
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if (Ular.cells.length > Ular.maxCells) Ular.cells.pop();
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}
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//input keyboard
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function InputKeyboard() {
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document.addEventListener("keydown", function (e) {
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if (!GameStart) return;
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// Key A, D (Kiri/Kanan)
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if (
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ArahUlar == 0 &&
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((e.code == "KeyA" && Ular.dx === 0) ||
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(e.code == "KeyD" && Ular.dx === 0))
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) {
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ArahUlar = 1;
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Ular.dx = e.code === "KeyA" ? -grid : grid;
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Ular.dy = 0;
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}
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// Key W, S (Atas/Bawah)
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else if (
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ArahUlar == 0 &&
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((e.code === "KeyW" && Ular.dy === 0) ||
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(e.code == "KeyS" && Ular.dy === 0))
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) {
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ArahUlar = 1;
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Ular.dy = e.code == "KeyW" ? -grid : grid;
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Ular.dx = 0;
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}
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// Arrow Up, Down
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else if (
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ArahUlar == 0 &&
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((e.code === "ArrowUp" && Ular.dy === 0) ||
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(e.code == "ArrowDown" && Ular.dy === 0))
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) {
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ArahUlar = 1;
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Ular.dy = e.code == "ArrowUp" ? -grid : grid;
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Ular.dx = 0;
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}
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// Arrow Left, Right
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else if (
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ArahUlar == 0 &&
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((e.code === "ArrowLeft" && Ular.dx === 0) ||
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(e.code == "ArrowRight" && Ular.dx === 0))
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) {
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ArahUlar = 1;
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Ular.dx = e.code == "ArrowLeft" ? -grid : grid;
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Ular.dy = 0;
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}
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// Key E (Cepat/Kurangi speed), Key Q (Lambat/Tambah speed)
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if (e.code === "KeyE" || e.code == "KeyQ")
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speed =
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e.code == "KeyE" && speed > 2
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? speed - 1
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: e.code == "KeyQ" && speed < 30
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? speed + 1
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: speed;
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});
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}
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function kirimSkorKeServer(skor, modePermainan) {
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console.log(`Mengirim skor ${skor} (Mode: ${modePermainan}) ke server...`);
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// Ganti 'score.php' sesuai dengan path di server Anda
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fetch('score.php', {
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method: 'POST',
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headers: {
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'Content-Type': 'application/json',
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},
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body: JSON.stringify({
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score: skor,
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mode: modePermainan
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}),
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})
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.then(response => {
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if (!response.ok) {
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return response.json().then(error => { throw new Error(error.message || 'Gagal menyimpan skor'); });
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}
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return response.json();
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})
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.then(data => {
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if (data.status === 'success') {
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console.log('✅ Berhasil:', data.message);
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// Opsional: Perbarui highscore lokal dengan skor yang baru jika ini highscore
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if (data.message.includes('Highscore baru')) {
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highscore = skor;
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UpdateScore(0); // Update tampilan score/highscore
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}
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} else {
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console.error('❌ Error Server:', data.message);
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}
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})
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.catch((error) => {
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console.error('⚠️ Error Jaringan atau Proses:', error.message);
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// Tampilkan pesan error ke user jika perlu
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// alert("Gagal terhubung ke server skor. Pastikan Anda sudah login.");
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});
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}
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InputKeyboard();
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gameLoop(); |